// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl1_renderer.cpp ** Renderer interface ** */ #include "gl/system/gl_system.h" #include "files.h" #include "m_swap.h" #include "v_video.h" #include "r_data/r_translate.h" #include "m_png.h" #include "m_crc32.h" #include "w_wad.h" //#include "gl/gl_intern.h" #include "gl/gl_functions.h" #include "vectors.h" #include "doomstat.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/shaders/gl_ambientshader.h" #include "gl/shaders/gl_bloomshader.h" #include "gl/shaders/gl_blurshader.h" #include "gl/shaders/gl_tonemapshader.h" #include "gl/shaders/gl_colormapshader.h" #include "gl/shaders/gl_lensshader.h" #include "gl/shaders/gl_fxaashader.h" #include "gl/shaders/gl_presentshader.h" #include "gl/shaders/gl_present3dRowshader.h" #include "gl/shaders/gl_shadowmapshader.h" #include "gl/shaders/gl_postprocessshader.h" #include "gl/stereo3d/gl_stereo3d.h" #include "gl/textures/gl_material.h" #include "gl/textures/gl_samplers.h" #include "gl/utility/gl_clock.h" #include "gl/models/gl_models.h" #include "gl/dynlights/gl_lightbuffer.h" #include "r_videoscale.h" EXTERN_CVAR(Int, screenblocks) CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE); //=========================================================================== // // Renderer interface // //=========================================================================== //----------------------------------------------------------------------------- // // Initialize // //----------------------------------------------------------------------------- FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) { framebuffer = fb; mClipPortal = nullptr; mCurrentPortal = nullptr; mMirrorCount = 0; mPlaneMirrorCount = 0; mLightCount = 0; mAngles = FRotator(0.f, 0.f, 0.f); mViewVector = FVector2(0,0); mVBO = nullptr; mSkyVBO = nullptr; gl_spriteindex = 0; mShaderManager = nullptr; mLights = nullptr; mTonemapPalette = nullptr; mBuffers = nullptr; mPresentShader = nullptr; mPresent3dCheckerShader = nullptr; mPresent3dColumnShader = nullptr; mPresent3dRowShader = nullptr; mBloomExtractShader = nullptr; mBloomCombineShader = nullptr; mExposureExtractShader = nullptr; mExposureAverageShader = nullptr; mExposureCombineShader = nullptr; mBlurShader = nullptr; mTonemapShader = nullptr; mTonemapPalette = nullptr; mColormapShader = nullptr; mLensShader = nullptr; mLinearDepthShader = nullptr; mDepthBlurShader = nullptr; mSSAOShader = nullptr; mSSAOCombineShader = nullptr; mFXAAShader = nullptr; mFXAALumaShader = nullptr; mShadowMapShader = nullptr; mCustomPostProcessShaders = nullptr; } void gl_LoadModels(); void gl_FlushModels(); void FGLRenderer::Initialize(int width, int height) { mBuffers = new FGLRenderBuffers(); mLinearDepthShader = new FLinearDepthShader(); mDepthBlurShader = new FDepthBlurShader(); mSSAOShader = new FSSAOShader(); mSSAOCombineShader = new FSSAOCombineShader(); mBloomExtractShader = new FBloomExtractShader(); mBloomCombineShader = new FBloomCombineShader(); mExposureExtractShader = new FExposureExtractShader(); mExposureAverageShader = new FExposureAverageShader(); mExposureCombineShader = new FExposureCombineShader(); mBlurShader = new FBlurShader(); mTonemapShader = new FTonemapShader(); mColormapShader = new FColormapShader(); mTonemapPalette = nullptr; mLensShader = new FLensShader(); mFXAAShader = new FFXAAShader; mFXAALumaShader = new FFXAALumaShader; mPresentShader = new FPresentShader(); mPresent3dCheckerShader = new FPresent3DCheckerShader(); mPresent3dColumnShader = new FPresent3DColumnShader(); mPresent3dRowShader = new FPresent3DRowShader(); mShadowMapShader = new FShadowMapShader(); mCustomPostProcessShaders = new FCustomPostProcessShaders(); GetSpecialTextures(); // needed for the core profile, because someone decided it was a good idea to remove the default VAO. if (!gl.legacyMode) { glGenVertexArrays(1, &mVAOID); glBindVertexArray(mVAOID); FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID"); } else mVAOID = 0; mVBO = new FFlatVertexBuffer(width, height); mSkyVBO = new FSkyVertexBuffer; if (!gl.legacyMode) mLights = new FLightBuffer(); else mLights = NULL; gl_RenderState.SetVertexBuffer(mVBO); mFBID = 0; mOldFBID = 0; SetupLevel(); mShaderManager = new FShaderManager; mSamplerManager = new FSamplerManager; gl_LoadModels(); GLPortal::Initialize(); } FGLRenderer::~FGLRenderer() { GLPortal::Shutdown(); gl_FlushModels(); AActor::DeleteAllAttachedLights(); FMaterial::FlushAll(); if (mShaderManager != NULL) delete mShaderManager; if (mSamplerManager != NULL) delete mSamplerManager; if (mVBO != NULL) delete mVBO; if (mSkyVBO != NULL) delete mSkyVBO; if (mLights != NULL) delete mLights; if (mFBID != 0) glDeleteFramebuffers(1, &mFBID); if (mVAOID != 0) { glBindVertexArray(0); glDeleteVertexArrays(1, &mVAOID); } if (mBuffers) delete mBuffers; if (mPresentShader) delete mPresentShader; if (mLinearDepthShader) delete mLinearDepthShader; if (mDepthBlurShader) delete mDepthBlurShader; if (mSSAOShader) delete mSSAOShader; if (mSSAOCombineShader) delete mSSAOCombineShader; if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mPresent3dRowShader) delete mPresent3dRowShader; if (mBloomExtractShader) delete mBloomExtractShader; if (mBloomCombineShader) delete mBloomCombineShader; if (mExposureExtractShader) delete mExposureExtractShader; if (mExposureAverageShader) delete mExposureAverageShader; if (mExposureCombineShader) delete mExposureCombineShader; if (mBlurShader) delete mBlurShader; if (mTonemapShader) delete mTonemapShader; if (mTonemapPalette) delete mTonemapPalette; if (mColormapShader) delete mColormapShader; if (mLensShader) delete mLensShader; if (mShadowMapShader) delete mShadowMapShader; delete mCustomPostProcessShaders; delete mFXAAShader; delete mFXAALumaShader; } void FGLRenderer::GetSpecialTextures() { if (gl.legacyMode) glLight = TexMan.CheckForTexture("glstuff/gllight.png", ETextureType::MiscPatch); glPart2 = TexMan.CheckForTexture("glstuff/glpart2.png", ETextureType::MiscPatch); glPart = TexMan.CheckForTexture("glstuff/glpart.png", ETextureType::MiscPatch); mirrorTexture = TexMan.CheckForTexture("glstuff/mirror.png", ETextureType::MiscPatch); } //========================================================================== // // Calculates the viewport values needed for 2D and 3D operations // //========================================================================== void FGLRenderer::SetOutputViewport(GL_IRECT *bounds) { if (bounds) { mSceneViewport = *bounds; mScreenViewport = *bounds; mOutputLetterbox = *bounds; return; } // Special handling so the view with a visible status bar displays properly int height, width; if (screenblocks >= 10) { height = framebuffer->GetHeight(); width = framebuffer->GetWidth(); } else { height = (screenblocks*framebuffer->GetHeight() / 10) & ~7; width = (screenblocks*framebuffer->GetWidth() / 10); } // Back buffer letterbox for the final output int clientWidth = framebuffer->GetClientWidth(); int clientHeight = framebuffer->GetClientHeight(); if (clientWidth == 0 || clientHeight == 0) { // When window is minimized there may not be any client area. // Pretend to the rest of the render code that we just have a very small window. clientWidth = 160; clientHeight = 120; } int screenWidth = framebuffer->GetWidth(); int screenHeight = framebuffer->GetHeight(); float scaleX, scaleY; if (ViewportIsScaled43()) { scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (screenHeight * 1.2f)); scaleY = scaleX * 1.2f; } else { scaleX = MIN(clientWidth / (float)screenWidth, clientHeight / (float)screenHeight); scaleY = scaleX; } mOutputLetterbox.width = (int)round(screenWidth * scaleX); mOutputLetterbox.height = (int)round(screenHeight * scaleY); mOutputLetterbox.left = (clientWidth - mOutputLetterbox.width) / 2; mOutputLetterbox.top = (clientHeight - mOutputLetterbox.height) / 2; // The entire renderable area, including the 2D HUD mScreenViewport.left = 0; mScreenViewport.top = 0; mScreenViewport.width = screenWidth; mScreenViewport.height = screenHeight; // Viewport for the 3D scene mSceneViewport.left = viewwindowx; mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2)); mSceneViewport.width = viewwidth; mSceneViewport.height = height; // Scale viewports to fit letterbox bool notScaled = ((mScreenViewport.width == ViewportScaledWidth(mScreenViewport.width, mScreenViewport.height)) && (mScreenViewport.width == ViewportScaledHeight(mScreenViewport.width, mScreenViewport.height)) && !ViewportIsScaled43()); if ((gl_scale_viewport && !framebuffer->IsFullscreen() && notScaled) || !FGLRenderBuffers::IsEnabled()) { mScreenViewport.width = mOutputLetterbox.width; mScreenViewport.height = mOutputLetterbox.height; mSceneViewport.left = (int)round(mSceneViewport.left * scaleX); mSceneViewport.top = (int)round(mSceneViewport.top * scaleY); mSceneViewport.width = (int)round(mSceneViewport.width * scaleX); mSceneViewport.height = (int)round(mSceneViewport.height * scaleY); // Without render buffers we have to render directly to the letterbox if (!FGLRenderBuffers::IsEnabled()) { mScreenViewport.left += mOutputLetterbox.left; mScreenViewport.top += mOutputLetterbox.top; mSceneViewport.left += mOutputLetterbox.left; mSceneViewport.top += mOutputLetterbox.top; } } s3d::Stereo3DMode::getCurrentMode().AdjustViewports(); } //=========================================================================== // // Calculates the OpenGL window coordinates for a zdoom screen position // //=========================================================================== int FGLRenderer::ScreenToWindowX(int x) { return mScreenViewport.left + (int)round(x * mScreenViewport.width / (float)framebuffer->GetWidth()); } int FGLRenderer::ScreenToWindowY(int y) { return mScreenViewport.top + mScreenViewport.height - (int)round(y * mScreenViewport.height / (float)framebuffer->GetHeight()); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::SetupLevel() { mVBO->CreateVBO(); } void FGLRenderer::Begin2D() { if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height)) { if (mDrawingScene2D) mBuffers->BindSceneFB(false); else mBuffers->BindCurrentFB(); } glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); gl_RenderState.EnableFog(false); } //=========================================================================== // // // //=========================================================================== void FGLRenderer::FlushTextures() { FMaterial::FlushAll(); } //=========================================================================== // // // //=========================================================================== bool FGLRenderer::StartOffscreen() { bool firstBind = (mFBID == 0); if (mFBID == 0) glGenFramebuffers(1, &mFBID); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID); glBindFramebuffer(GL_FRAMEBUFFER, mFBID); if (firstBind) FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB"); return true; } //=========================================================================== // // // //=========================================================================== void FGLRenderer::EndOffscreen() { glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID); } //=========================================================================== // // Vertex buffer for 2D drawer // //=========================================================================== #define TDiO ((F2DDrawer::TwoDVertex*)NULL) class F2DVertexBuffer : public FSimpleVertexBuffer { uint32_t ibo_id; // Make sure we can build upon FSimpleVertexBuffer. static_assert(&VSiO->x == &TDiO->x, "x not aligned"); static_assert(&VSiO->u == &TDiO->u, "y not aligned"); static_assert(&VSiO->color == &TDiO->color0, "color not aligned"); public: F2DVertexBuffer() { glGenBuffers(1, &ibo_id); } ~F2DVertexBuffer() { if (ibo_id != 0) { glDeleteBuffers(1, &ibo_id); } } void UploadData(F2DDrawer::TwoDVertex *vertices, int vertcount, int *indices, int indexcount) { glBindBuffer(GL_ARRAY_BUFFER, vbo_id); glBufferData(GL_ARRAY_BUFFER, vertcount * sizeof(vertices[0]), vertices, GL_STREAM_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexcount * sizeof(indices[0]), indices, GL_STREAM_DRAW); } void BindVBO() override { FSimpleVertexBuffer::BindVBO(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id); } }; //=========================================================================== // // Draws the 2D stuff. This is the version for OpenGL 3 and later. // //=========================================================================== void LegacyColorOverlay(F2DDrawer *drawer, F2DDrawer::RenderCommand & cmd); int LegacyDesaturation(F2DDrawer::RenderCommand &cmd); void FGLRenderer::Draw2D(F2DDrawer *drawer) { auto &vertices = drawer->mVertices; auto &indices = drawer->mIndices; auto &commands = drawer->mData; if (commands.Size() == 0) return; for (auto &v : vertices) { // Change from BGRA to RGBA std::swap(v.color0.r, v.color0.b); } auto vb = new F2DVertexBuffer; vb->UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size()); gl_RenderState.SetVertexBuffer(vb); gl_RenderState.SetFixedColormap(CM_DEFAULT); for(auto &cmd : commands) { int gltrans = -1; int tm, sb, db, be; // The texture mode being returned here cannot be used, because the higher level code // already manipulated the data so that some cases will not be handled correctly. // Since we already get a proper mode from the calling code this doesn't really matter. gl_GetRenderStyle(cmd.mRenderStyle, false, false, &tm, &sb, &db, &be); gl_RenderState.BlendEquation(be); gl_RenderState.BlendFunc(sb, db); // Rather than adding remapping code, let's enforce that the constants here are equal. static_assert(F2DDrawer::DTM_Normal == TM_MODULATE, "DTM_Normal != TM_MODULATE"); static_assert(F2DDrawer::DTM_Opaque == TM_OPAQUE, "DTM_Opaque != TM_OPAQUE"); static_assert(F2DDrawer::DTM_Invert == TM_INVERSE, "DTM_Invert != TM_INVERSE"); static_assert(F2DDrawer::DTM_InvertOpaque == TM_INVERTOPAQUE, "DTM_InvertOpaque != TM_INVERTOPAQUE"); static_assert(F2DDrawer::DTM_Stencil == TM_MASK, "DTM_Stencil != TM_MASK"); static_assert(F2DDrawer::DTM_AlphaTexture == TM_REDTOALPHA, "DTM_AlphaTexture != TM_REDTOALPHA"); gl_RenderState.SetTextureMode(cmd.mDrawMode); if (cmd.mFlags & F2DDrawer::DTF_Scissor) { glEnable(GL_SCISSOR_TEST); // scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates // Note that the origin here is the lower left corner! auto sciX = ScreenToWindowX(cmd.mScissor[0]); auto sciY = ScreenToWindowY(cmd.mScissor[3]); auto sciW = ScreenToWindowX(cmd.mScissor[2]) - sciX; auto sciH = ScreenToWindowY(cmd.mScissor[1]) - sciY; glScissor(sciX, sciY, sciW, sciH); } else glDisable(GL_SCISSOR_TEST); if (cmd.mSpecialColormap != nullptr) { auto index = cmd.mSpecialColormap - &SpecialColormaps[0]; if (index < 0 || (unsigned)index >= SpecialColormaps.Size()) index = 0; // if it isn't in the table FBitmap cannot use it. Shouldn't happen anyway. if (!gl.legacyMode) { gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAPFORCED + int(index)); } else { // map the special colormap to a translation for the legacy renderer. // This only gets used on the software renderer's weapon sprite. gltrans = STRange_Specialcolormap + index; } } else { if (!gl.legacyMode) { gl_RenderState.Set2DOverlayColor(cmd.mColor1); gl_RenderState.SetFixedColormap(CM_PLAIN2D); } else if (cmd.mDesaturate > 0) { gltrans = LegacyDesaturation(cmd); } } gl_RenderState.SetColor(1, 1, 1, 1, cmd.mDesaturate); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); if (cmd.mTexture != nullptr) { auto mat = FMaterial::ValidateTexture(cmd.mTexture, false); if (mat == nullptr) continue; if (gltrans == -1 && cmd.mTranslation != nullptr) gltrans = cmd.mTranslation->GetUniqueIndex(); gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1, cmd.mDrawMode == F2DDrawer::DTM_AlphaTexture); gl_RenderState.EnableTexture(true); // Canvas textures are stored upside down if (cmd.mTexture->bHasCanvas) { gl_RenderState.mTextureMatrix.loadIdentity(); gl_RenderState.mTextureMatrix.scale(1.f, -1.f, 1.f); gl_RenderState.mTextureMatrix.translate(0.f, 1.f, 0.0f); gl_RenderState.EnableTextureMatrix(true); } } else { gl_RenderState.EnableTexture(false); } gl_RenderState.Apply(); switch (cmd.mType) { case F2DDrawer::DrawTypeTriangles: glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int))); if (gl.legacyMode && cmd.mColor1 != 0) { // Draw the overlay as a separate operation. LegacyColorOverlay(drawer, cmd); } break; case F2DDrawer::DrawTypeLines: glDrawArrays(GL_LINES, cmd.mVertIndex, cmd.mVertCount); break; case F2DDrawer::DrawTypePoints: glDrawArrays(GL_POINTS, cmd.mVertIndex, cmd.mVertCount); break; } gl_RenderState.EnableTextureMatrix(false); } glDisable(GL_SCISSOR_TEST); gl_RenderState.SetVertexBuffer(GLRenderer->mVBO); gl_RenderState.EnableTexture(true); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.ResetColor(); gl_RenderState.Apply(); delete vb; }